Grinding

In the game, players have the option to engage in various grinding actions, each of which can be activated individually. Upon activation, these actions occur instantaneously, but players must wait for the cooldown period before initiating the next action. Each action offers distinct possibilities, experience point (XP) earnings, and the acquisition of $MOB coins. Players are free to select and activate any action according to their strategic preferences and objectives. Basic Crimes

Action
Completion Time

Extort a Pigs Nest

3H

Rob a Hot-Dog Stand

6H

Deal Drug

6H

Rob a Jeweller

8H

Bribe the local pollice

4H

Practice shooting

2H

Each crime has its own distinct average reward, calculated based on character attributes, crime properties, reward pool, used bullet amount for the crime, and user level. Upon initiating a crime, a character undertakes a time-bound journey. Upon completion, rewards are distributed, character properties are updated, and crime property averages are recalculated. The intricacies of these calculations are as follows The characters new properties (for each) = the character's current property value + (the crime property average / (the character's current property value * 10))

New crime property average = current crime property average + ((character's current property value - current crime property average) / 50)

User reward power = MULTIPLY PER PROPERTY(crime property averages / character's property average) * used bullets * user rank

Total reward power = sum of user reward powers

Crime Reward = Crime completion time * (Reward pool / 4320) * (user reward power / total users' reward power) Earned XP = Crime completion time * 1000 Organized Crimes (WIP)

Organized crimes necessitate a skilled team of mobsters. Success and rewards hinge on an algorithm evaluating each member's diverse skills. Factors such as firing skill, driving skill, level, and used inventory items are considered. The algorithm determines success based on the team's collective skills, while rewards reflect their performance, incentivizing strategic team assembly.

Action
Cooldown
Reqiured

Rob a millionare

6H

Driver, Leader, 2x Gunner

Kidnap hostages

4H

Driver, Leader, Gunner

Raid a business

6H

Driver, 2x Gunner

Intimidate a judge

8H

3x Gunner, Leader

Rob a national bank

24H

2x Driver, 4x Gunner, Leader

Murder Narcos

12H

Driver, 6x Gunner, Leader

Assault a jail

48H

7x Gunner, Leader

Smuggling black market

24H

6x Gunner, 2x Leader

Last updated